3 Copyright (C) 2015-2017 paramat
4 Copyright (C) 2015-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
38 #include "mg_decoration.h"
39 #include "mapgen_flat.h"
42 FlagDesc flagdesc_mapgen_flat[] = {
43 {"lakes", MGFLAT_LAKES},
44 {"hills", MGFLAT_HILLS},
48 ///////////////////////////////////////////////////////////////////////////////////////
51 MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *params, EmergeManager *emerge)
52 : MapgenBasic(mapgenid, params, emerge)
54 this->spflags = params->spflags;
55 this->ground_level = params->ground_level;
56 this->large_cave_depth = params->large_cave_depth;
57 this->cave_width = params->cave_width;
58 this->lake_threshold = params->lake_threshold;
59 this->lake_steepness = params->lake_steepness;
60 this->hill_threshold = params->hill_threshold;
61 this->hill_steepness = params->hill_steepness;
64 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
66 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
67 noise_terrain = new Noise(¶ms->np_terrain, seed, csize.X, csize.Z);
69 MapgenBasic::np_cave1 = params->np_cave1;
70 MapgenBasic::np_cave2 = params->np_cave2;
74 MapgenFlat::~MapgenFlat()
76 delete noise_filler_depth;
78 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
83 MapgenFlatParams::MapgenFlatParams()
87 large_cave_depth = -33;
89 lake_threshold = -0.45;
90 lake_steepness = 48.0;
91 hill_threshold = 0.45;
92 hill_steepness = 64.0;
94 np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
95 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
96 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
97 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
101 void MapgenFlatParams::readParams(const Settings *settings)
103 settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
104 settings->getS16NoEx("mgflat_ground_level", ground_level);
105 settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
106 settings->getFloatNoEx("mgflat_cave_width", cave_width);
107 settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
108 settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
109 settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
110 settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
112 settings->getNoiseParams("mgflat_np_terrain", np_terrain);
113 settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
114 settings->getNoiseParams("mgflat_np_cave1", np_cave1);
115 settings->getNoiseParams("mgflat_np_cave2", np_cave2);
119 void MapgenFlatParams::writeParams(Settings *settings) const
121 settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
122 settings->setS16("mgflat_ground_level", ground_level);
123 settings->setS16("mgflat_large_cave_depth", large_cave_depth);
124 settings->setFloat("mgflat_cave_width", cave_width);
125 settings->setFloat("mgflat_lake_threshold", lake_threshold);
126 settings->setFloat("mgflat_lake_steepness", lake_steepness);
127 settings->setFloat("mgflat_hill_threshold", hill_threshold);
128 settings->setFloat("mgflat_hill_steepness", hill_steepness);
130 settings->setNoiseParams("mgflat_np_terrain", np_terrain);
131 settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
132 settings->setNoiseParams("mgflat_np_cave1", np_cave1);
133 settings->setNoiseParams("mgflat_np_cave2", np_cave2);
137 /////////////////////////////////////////////////////////////////
140 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
142 s16 level_at_point = ground_level;
143 float n_terrain = 0.0f;
144 if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
145 n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
147 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
148 level_at_point = ground_level -
149 (lake_threshold - n_terrain) * lake_steepness;
150 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
151 level_at_point = ground_level +
152 (n_terrain - hill_threshold) * hill_steepness;
155 if (ground_level < water_level) // Ocean world, allow spawn in water
156 return MYMAX(level_at_point, water_level);
157 else if (level_at_point > water_level)
158 return level_at_point; // Spawn on land
160 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
164 void MapgenFlat::makeChunk(BlockMakeData *data)
167 assert(data->vmanip);
168 assert(data->nodedef);
169 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
170 data->blockpos_requested.Y >= data->blockpos_min.Y &&
171 data->blockpos_requested.Z >= data->blockpos_min.Z);
172 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
173 data->blockpos_requested.Y <= data->blockpos_max.Y &&
174 data->blockpos_requested.Z <= data->blockpos_max.Z);
176 this->generating = true;
177 this->vm = data->vmanip;
178 this->ndef = data->nodedef;
179 //TimeTaker t("makeChunk");
181 v3s16 blockpos_min = data->blockpos_min;
182 v3s16 blockpos_max = data->blockpos_max;
183 node_min = blockpos_min * MAP_BLOCKSIZE;
184 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
185 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
186 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
188 blockseed = getBlockSeed2(full_node_min, seed);
190 // Generate base terrain, mountains, and ridges with initial heightmaps
191 s16 stone_surface_max_y = generateTerrain();
194 updateHeightmap(node_min, node_max);
196 // Init biome generator, place biome-specific nodes, and build biomemap
197 biomegen->calcBiomeNoise(node_min);
198 MgStoneType stone_type = generateBiomes();
200 if (flags & MG_CAVES)
201 generateCaves(stone_surface_max_y, large_cave_depth);
203 if (flags & MG_DUNGEONS)
204 generateDungeons(stone_surface_max_y, stone_type);
206 // Generate the registered decorations
207 if (flags & MG_DECORATIONS)
208 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
210 // Generate the registered ores
211 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
213 // Sprinkle some dust on top after everything else was generated
216 //printf("makeChunk: %dms\n", t.stop());
218 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
220 if (flags & MG_LIGHT)
221 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
222 full_node_min, full_node_max);
224 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
225 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
227 this->generating = false;
231 s16 MapgenFlat::generateTerrain()
233 MapNode n_air(CONTENT_AIR);
234 MapNode n_stone(c_stone);
235 MapNode n_water(c_water_source);
237 v3s16 em = vm->m_area.getExtent();
238 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
241 bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
243 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
245 for (s16 z = node_min.Z; z <= node_max.Z; z++)
246 for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
247 s16 stone_level = ground_level;
248 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
250 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
251 s16 depress = (lake_threshold - n_terrain) * lake_steepness;
252 stone_level = ground_level - depress;
253 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
254 s16 rise = (n_terrain - hill_threshold) * hill_steepness;
255 stone_level = ground_level + rise;
258 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
259 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
260 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
261 if (y <= stone_level) {
262 vm->m_data[vi] = n_stone;
263 if (y > stone_surface_max_y)
264 stone_surface_max_y = y;
265 } else if (y <= water_level) {
266 vm->m_data[vi] = n_water;
268 vm->m_data[vi] = n_air;
271 vm->m_area.add_y(em, vi, 1);
275 return stone_surface_max_y;